v0.7.3: implemented two new thrown weapons

This commit is contained in:
Evan Debenham 2019-05-10 22:15:11 -04:00
parent bba0fea962
commit cdc89ac211
5 changed files with 123 additions and 5 deletions

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@ -141,8 +141,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WornShortswor
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Bolas; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Bolas;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.FishingSpear; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.FishingSpear;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Javelin; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Javelin;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Kunai;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingClub;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingHammer; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingHammer;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingKnife; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingKnife;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingSpear; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingSpear;
@ -382,15 +384,17 @@ public class Generator {
MIS_T2.classes = new Class<?>[]{ MIS_T2.classes = new Class<?>[]{
FishingSpear.class, FishingSpear.class,
ThrowingClub.class,
Shuriken.class Shuriken.class
}; };
MIS_T2.probs = new float[]{ 4, 3 }; MIS_T2.probs = new float[]{ 6, 5, 4 };
MIS_T3.classes = new Class<?>[]{ MIS_T3.classes = new Class<?>[]{
ThrowingSpear.class, ThrowingSpear.class,
Kunai.class,
Bolas.class Bolas.class
}; };
MIS_T3.probs = new float[]{ 4, 3 }; MIS_T3.probs = new float[]{ 6, 5, 4 };
MIS_T4.classes = new Class<?>[]{ MIS_T4.classes = new Class<?>[]{
Javelin.class, Javelin.class,

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@ -0,0 +1,68 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class Kunai extends MissileWeapon {
{
image = ItemSpriteSheet.KUNAI;
tier = 3;
baseUses = 5;
}
private Char enemy;
@Override
protected void onThrow(int cell) {
enemy = Actor.findChar(cell);
super.onThrow(cell);
}
@Override
public int damageRoll(Char owner) {
if (owner instanceof Hero) {
Hero hero = (Hero)owner;
if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) {
//deals 60% toward max to max on surprise, instead of min to max.
int diff = max() - min();
int damage = augment.damageFactor(Random.NormalIntRange(
min() + Math.round(diff*0.6f),
max()));
int exStr = hero.STR() - STRReq();
if (exStr > 0) {
damage += Random.IntRange(0, exStr);
}
return damage;
}
}
return super.damageRoll(owner);
}
}

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@ -0,0 +1,41 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class ThrowingClub extends MissileWeapon {
{
image = ItemSpriteSheet.THROWING_CLUB;
tier = 2;
baseUses = 15;
sticky = false;
}
@Override
public int max(int lvl) {
return 4 * tier + //8 base, down from 10
(tier) * lvl; //scaling unchanged
}
}

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@ -29,6 +29,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Bolas;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Boomerang; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Boomerang;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.FishingSpear; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.FishingSpear;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Javelin; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Javelin;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Kunai;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingKnife; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingKnife;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingSpear; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.ThrowingSpear;
@ -85,6 +86,7 @@ public class MissileSprite extends ItemSprite implements Tweener.Listener {
ANGULAR_SPEEDS.put(ThrowingKnife.class, 0); ANGULAR_SPEEDS.put(ThrowingKnife.class, 0);
ANGULAR_SPEEDS.put(FishingSpear.class, 0); ANGULAR_SPEEDS.put(FishingSpear.class, 0);
ANGULAR_SPEEDS.put(ThrowingSpear.class, 0); ANGULAR_SPEEDS.put(ThrowingSpear.class, 0);
ANGULAR_SPEEDS.put(Kunai.class, 0);
ANGULAR_SPEEDS.put(Javelin.class, 0); ANGULAR_SPEEDS.put(Javelin.class, 0);
ANGULAR_SPEEDS.put(Trident.class, 0); ANGULAR_SPEEDS.put(Trident.class, 0);

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@ -1382,15 +1382,15 @@ items.weapon.missiles.boomerang.name=boomerang
items.weapon.missiles.boomerang.desc=Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower. items.weapon.missiles.boomerang.desc=Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower.
items.weapon.missiles.boomerang.durability=Due to its solid construction, this boomerang will not break from use. items.weapon.missiles.boomerang.durability=Due to its solid construction, this boomerang will not break from use.
items.weapon.missiles.curaredart.name=curare dart
items.weapon.missiles.curaredart.desc=These darts are tipped with an earthroot-based compound which will paralyze their target for a short time.
items.weapon.missiles.fishingspear.name=fishing spear items.weapon.missiles.fishingspear.name=fishing spear
items.weapon.missiles.fishingspear.desc=Tiny throwing spears designed for fishing. They work well as an improvised weapon too. items.weapon.missiles.fishingspear.desc=Tiny throwing spears designed for fishing. They work well as an improvised weapon too.
items.weapon.missiles.javelin.name=javelin items.weapon.missiles.javelin.name=javelin
items.weapon.missiles.javelin.desc=These larger throwing spears are weighted to keep the spike at their tip foremost as they sail through the air. items.weapon.missiles.javelin.desc=These larger throwing spears are weighted to keep the spike at their tip foremost as they sail through the air.
items.weapon.missiles.kunai.name=kunai
items.weapon.missiles.kunai.desc=These small knives are very powerful in the hands of a skilled user. They are most effective against unaware enemies.
items.weapon.missiles.missileweapon.stats=This _tier-%1$d_ thrown weapon deals _%2$d-%3$d damage_ and requires _%4$d strength_ to use properly. items.weapon.missiles.missileweapon.stats=This _tier-%1$d_ thrown weapon deals _%2$d-%3$d damage_ and requires _%4$d strength_ to use properly.
items.weapon.missiles.missileweapon.distance=This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range. items.weapon.missiles.missileweapon.distance=This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.
items.weapon.missiles.missileweapon.durability=Thrown weapons will wear out and break as they are used. items.weapon.missiles.missileweapon.durability=Thrown weapons will wear out and break as they are used.
@ -1401,6 +1401,9 @@ items.weapon.missiles.missileweapon.about_to_break=Your thrown weapon is about t
items.weapon.missiles.shuriken.name=shuriken items.weapon.missiles.shuriken.name=shuriken
items.weapon.missiles.shuriken.desc=Star-shaped pieces of metal with razor-sharp blades. They are lightweight and easy to use on the move. A single shuriken can be thrown instantly after moving. items.weapon.missiles.shuriken.desc=Star-shaped pieces of metal with razor-sharp blades. They are lightweight and easy to use on the move. A single shuriken can be thrown instantly after moving.
items.weapon.missiles.throwingclub.name=throwing club
items.weapon.missiles.throwingclub.desc=A fairly simply thrown weapon, essentially a large rock fastened to a stick. While they are a bit lacking in damage, their solid stone head means they are quite durable, and won't stick to enemies.
items.weapon.missiles.throwinghammer.name=throwing hammer items.weapon.missiles.throwinghammer.name=throwing hammer
items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their smooth all-metal construction means they are quite durable, and won't stick to enemies. items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their smooth all-metal construction means they are quite durable, and won't stick to enemies.